Pages

Friday, August 19, 2016

When
looking at army list advice online, I commonly see Space Marine players
discouraged from taking any assault units. The line of thought is that
Space Marines are a shooting army, and any points spent on assault units
are better spent on more firepower. This is compounded by the generally
low opinion of Space Marine assault units. They generally either don't
hit hard enough (Assault squads) or are too slow without an expensive
Land Raider transport (Assault Terminators, Assault Centurions, Honor
Guard).

Friday, August 12, 2016

Geokinesis is the last set of psychic powers from Angels of Death. It is themed around manipulating the earth and features a plethora of earthquakes and volcanic eruptions. As such, it's especially appropriate for Salamanders Librarians, but any Space Marines can use it.

Chasm is the primaris power, and is a WC2 power without a classification (it sounds like a Malediction but isn't labeled as such). It targets an enemy unit within 18" of the caster, and every model in the unit must take a dangerous terrain test with no armor saves allowed. This will likely cause a wound to 1/6 of the models in the unit, barring invulnerable saves. Against very expensive models or very large units, it might be worth it but it seems like a steep price for little damage in most circumstances. Casting it on a Green Tide would be hilarious.

Friday, August 5, 2016

The Fulmination Discipline is lightning based, so it matches all of the artwork of Librarians surrounded by lightning storms. If you want you Librarian to play like Stormcast Eternals, it's the discipline for you. Oh, and it's pretty good too!

Electrosurge is the primaris power, and is a WC1 Witchfire. It is S5 AP4 Assault 6 with 18" range, so it's essentially 2 heavy bolters that can be fired on the move. It's not exciting, but it will do work for you against almost all armies.